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Designing Games Designing Games

Designing Games - PowerPoint Presentation

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Designing Games - PPT Presentation

for Game Designers Stone Librande Creative Director EAMaxis Lead Designer SimCity Please turn on Notes View for the speaking points about each slide A video of this talk is available at ID: 584563

game goals goal exercise goals game exercise goal design flavor pong cards card obstacle fundamentals deck points rules top

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Slide1

Designing GamesforGame Designers

Stone LibrandeCreative Director, EA/MaxisLead Designer, SimCity

Please turn on “Notes View” for the speaking points about each slide.

A video of this talk is available at:

http://gdcvault.com

. Slide2
Slide3
Slide4

Class Background and PhilosophyFundamentals of Game DesignWorkshop GamesFinal Thoughts

OverviewSlide5

Cogswell Polytechnical College (Sunnyvale, CA.)Game Design Workshop (GDC)

Game Connection (Paris)EA Intern Mentoring (Maxis Studio)

Workshop LocationsSlide6

Paper, cards, dice (no computers)2 to 3 hour workshopsFocus on one specific topicNo grades, but there are “winners”

Workshop StructureSlide7

Exercise Goals:

A chance for the class to get acquainted

Focus on physical rather than cerebral

Set the tone for the semester

First Day GameSlide8
Slide9
Slide10
Slide11
Slide12

What is a Game?

Lost in the Shuffle (The Duelist magazine)

Richard Garfield (1994-99)

The Art of Computer Game Design

Chris Crawford (1984)

I Have No Words & I Must Design

Greg

Costikyan

(1994)Slide13

Fundamentals of Game DesignSlide14

Fundamentals of Game DesignSlide15

Fundamentals of Game DesignSlide16

Fundamentals of Game DesignSlide17

Fundamentals of Game DesignSlide18

Player’s relationship to the goal is clear

Drama increases as the goal nears

GoalsSlide19
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Slide24
Slide25

Exercise Goals:

Experiment with different types of goals

Only the goal can change, not the rules

How does changing the goal change the game?

Goal CardsSlide26
Slide27

Public points vs. secret points

Timed goals

Negative goalSlide28

Multiple Goals:

Simultaneous

Randomly Changing

Secret GoalsSlide29

Custom GoalsSlide30

Win a chip

Win a Goal Card

Get the most

Goal Cards

Get your card promotedSlide31

Opposition

Flow

Sense of accomplishment

Slide32

Exercise Goals:

Incremental difficulty tuning

Hard and Soft obstacles

Giving the player an edge

Opposition and Opponents

Obstacle PongSlide33

Obstacle PongSlide34

Obstacle PongSlide35

Obstacle PongSlide36

Obstacle PongSlide37
Slide38

Exercise Goals

:Asymmetric game balance

Tuning for dramaSlide39
Slide40

Each tank gets 3 actions per turn:

ShootMoveRotateSlide41
Slide42

Decisions

Interesting decisions

Creativity and discovery

Slide43

Balancing decisionsEncouraging expression and role-playing

Combining characters to create new stories

Exercise Goals:Slide44
Slide45

Kneel

Pray

Smite

Bless

Step

Wobble

Belch

Throw Bottle

Hide in Trash

StaggerSlide46
Slide47
Slide48
Slide49

Rules

Easy to learn

A lifetime to masterSlide50

Exercise Goals:

Rule structure and organization

Precision

Simplification

Add a RuleSlide51
Slide52
Slide53
Slide54

Exercise Goals:

Creating modular rules

Balancing rule effects

Discussing and clarifying

Using flavor to help immersion and memorySlide55
Slide56

Flavor: Swords, Military, Weapons

Effect: Attack powerArrow’s Flight

If your spade loses then immediately drop it on the floor from at least

1 meter.

If it lands face up then it wins!Slide57

Buried Treasure

Flavor: Wealth, Riches

Effect

:

Points

Cut your deck.

If you reveal a diamond put it on top of your deck and gain 1 point.Slide58

Card Garden

Flavor:

Staff, Nature

Effect

:

Cards

Take the top card of your deck and put it in your hand. If you wish you may play cards from your hand instead of from the top of your deck.Slide59

Consolation Present

If you lost this battle you may place your card on top of your

opponent’s

deck.

Flavor:

Love, Emotion, Healing

Effect:

GivingSlide60
Slide61

Interaction

Ease of input

Rewards

Immersive atmosphereSlide62

Exercise Goals

:Show the students the power of rewards

Roll as fast as possible

Do this for over 30 minutes!

Roll Dice Fast!Slide63

Roll Dice Fast!Slide64

Exercise Goals

:Explore how atmosphere affects a game

Using colors, fonts, and images to set a mood

Combine two games together to make a new game

v

Mash UpSlide65
Slide66
Slide67
Slide68
Slide69

Exercise Goals:

Learn how to calculate odds (with no math!)

Start simple and slowly progress in difficulty

Simulate thousands of play sessionsSlide70
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Slide81

Putting it Together

InteractionSlide82

Obvious goal, interesting decisions, simple rules Use reward and atmosphere to “entice” players

Make a profit

Casino

Exercise Goals

:

InteractionSlide83
Slide84
Slide85

Listening to me talk about games is not a substitute for playing themIterate them, change them, make them suit your needs

Designers, become teachers

Final ThoughtsSlide86

Thank you!

Detailed rules and materials for many of these games can be found at:

www.stonetronix.com